Popular Post EgoBallistic Posted October 6, 2020 Popular Post Posted October 6, 2020 (edited) Commonwealth Captives View File Adds bound captives to Raider and Super Mutant lairs that you can rescue and recruit for your settlements. Mod Features Commonwealth Captives randomly spawns captive settlers in various states of distress throughout enemy lairs in the Commonwealth. You can find them crucified, strapped to metal frames, lashed to torture devices, or bound on their knees. Once freed, the settlers become followers who can be given equipment and who will fight alongside you. You can also request sexual favors from them in return for your gallant efforts. When you are ready, you can dismiss them or recruit them to one of your settlements. The mod works with devices from Torture Devices, Prisoner Shackles, CRX - Workshop Crosses, and ZaZOut4. These devices are not included in this mod, so you will want to install those mods if you don't already have them. The mod uses its own lists of unique settler NPCs. It does not modify vanilla NPCs or settler leveled lists, so it is compatible with mods that add new settlers like Better Settlers, Lots More Settlers and Enemies, etc. The settlers do not include their own meshes or textures, so they will use whatever body mesh and skin textures you have installed. All dialogue is fully voiced, using vanilla player and settler lines. Dynamic Placement Commonwealth Captives makes no edits to any vanilla records, including cell records. This means no mod conflicts and no broken precombines. The mod detects when you approach Raider camps and Super Mutant lairs and dynamically places captives near the inhabitants. The chance of captives appearing is controllable via the MCM. Captives you do not set free, or ones that you set free and then dismiss, will be de-spawned when you travel far enough away from them. The only captives who persist in the game world are those who are traveling with you, and ones that you have recruited to settlements. This means no save bloat and no crowds of NPCs to cause performance issues. If there isn't enough room in a particular spot for large contraptions, prisoners will simply be found tied up and kneeling. Not every enemy lair will have captives, and captives won't appear in the same place or with the same restraints, adding variety and unpredictability to the encounters. And because it is dynamic and based on factions, the mods also works with new Raider and Super Mutant camps added by mods. Commonwealth Captives can optionally place Captives on devices placed in the world by other mods, such as Up To No Good. If this option is enabled, the mod will look for existing devices and will place Captives on those devices instead of on new devices. Once all the existing devices have been used, Commonwealth Captives will place Captives on its own devices. Playing the mod Everything is driven by dialogue. When you first talk to a captive, the Set free and Let's go options let you free them from their bondage. The None of my business and I'll be back options exit the conversation, much to the captive's dismay. You can talk to them again if you decide to free them later. Note that if you are bound with Real Handcuffs or Devious Devices, you won't be able to free the settlers until you free yourself from your restraints. Once the captive is free, they will follow you, sneak when you sneak, and fight enemies. You can talk to them; the Trade option lets you change their equipment, Get out of here dismisses them permanently, Work for me lets you pick a settlement to send them to, and Return the favor lets you have sex with them. If you give your captives new armor or clothing, they will continue to wear it if you send them to a settlement. If you didn't give them a new outfit, they will pick one up on their way to their new home. Configuration The MCM options are: Enable Mod - allows you to enable or disable the mod. Disabling the mod will only prevent new captives from spawning, it will not affect existing freed captives or ones who have been turned into settlers. Chance of first captive - determines the chance that there is at least one captive in a location Chance of additional captives - the mod scans the location for additional enemies, and this setting controls the chance that a captive will spawn near each enemy Chance captive is male - just like it sounds Animation duration - sets the duration of animations when you ask a captive you have freed to return the favor Protection Level - determines whether Captives are Protected, Essential, or have no protection and can be killed by anyone You can also enable or disable the use of any of the supported restraint mods that are installed, as well as devices placed by other mods. Requirements AAF is a hard requirement, the mod will not work without it. Mod Configuration Menu is required if you want to configure the mod. At least one of the following is highly recommended. The mod is really intended to work with all of them, as this will give you the most variety of devices: Torture Devices CRX - Workshop Crosses Prisoner Shackles ZaZOut 4 Repack - Install the version at this link, not the original. Version ZaZOut4 [REPACK] V0.0.3.3 or later is required. Credits and Thanks RayV12 for settlers from Rez's Settler Makeover veter75n for settlers from The new settlers a plus Overhaul vanilla @ZaZ for ZAP bondage ropes I converted from Skyrim, and for making ZaZOut4 @Oakern for making CRX - Workshop Crosses @Vader666 for making TortureDevices mlucke for making Prisoner Shackles @Gothuska for multiple translations of the mod Submitter EgoBallistic Submitted 10/06/2020 Category Other Requirements AAF, Torture Devices, CRX, Prisoner Shackles Edited August 3, 2021 by EgoBallistic 36
EgoBallistic Posted October 6, 2020 Author Posted October 6, 2020 (edited) How to post your Script Log: If you encounter a bug that doesn't have an obvious explanation, posting your script log here may help us diagnose it. First, enable debug logging by editing your \My Documents\My Games\Fallout 4\Fallout4.ini and edit the [Papyrus] section so it looks like this: [Papyrus] fPostLoadUpdateTimeMS=500.0 bEnableLogging=1 bEnableTrace=1 bLoadDebugInformation=1 Note to MO2 users: MO2 uses its own ini file instead of the one in the My Documents folder, so you have to use MO2 to edit it. To do this, load MO2. At the top is an icon that looks like puzzle pieces. This icon has a pull down menu which includes the INI Editor option. Pick that option, and edit the Fallout4.ini as described above. Second, do whatever it is that causes the problem to happen. If captives are not spawning in your game, a good place to test is Jamaica Plain. Fast travel to Jamaica Plain, then travel west to the big trees with corpses hanging from the branches. There are some Raiders there that should cause captives to spawn. From there you can travel south to Hyde Park or northwest to Milton General Hospital. Both of those locations should generate captives, if you have not previously killed all the enemies there. Third, save and exit your game, and post the script log to this thread. The script log file will be in the \My Documents\My Games\Fallout 4\Logs\Script\ folder. Post in this thread and drag the Papyrus.0.log file in as an attachment. Edited June 4, 2021 by EgoBallistic
Invictusblade Posted October 6, 2020 Posted October 6, 2020 sweet, is it alright for me to make an addon patch for WDF and Random Overlay framework. WDF to remove my captives (more basic than yours) and a chance to impregnate(Fake) your captives ROF to add random slavetats on captive settlers I think I only need to add content to your Outfits 1
amenshawn Posted October 6, 2020 Posted October 6, 2020 I like the fact that you can rescue these captives and take them to a settlement. Now, does this use the custom CBBE body I've got set up or do the captives use the default female body? Can't wait to start saving some ladies from raiders and super mutants
xyzxyz Posted October 6, 2020 Posted October 6, 2020 Is it important for the dialogues if the player is male or female?
Molevalence Posted October 6, 2020 Posted October 6, 2020 This is great because not only does it promote you going out to hunt raiders and super mutants, you can now rescue/recruit settles at your own pace. The recruit signal beacon was nice but it was always recruiting more settlers than I had beds at the time unless I stocked up on resources in that particular settlement. With this mod you can recruit settlers and grow your communities at your leisure. Win win! 5
Darkblendjoe Posted October 7, 2020 Posted October 7, 2020 Nice! Based on the author and the content of the mod, instant download. Well kinda of, had to get a couple additional requirement downloads. Are you looking into adding additional animations to this? I'm referring to your AAF bondage animations that you did a while back.
loen999 Posted October 7, 2020 Posted October 7, 2020 is this alright with Lots More Settlers and Enemies. i recall it changed the settler level list so it have a lot more different appearance, or does this use it own list?
sexyasshorse24 Posted October 7, 2020 Posted October 7, 2020 Guessing it's ok to download mid playthrough or is it recommend to do a new playthrough ?
EgoBallistic Posted October 7, 2020 Author Posted October 7, 2020 3 hours ago, xyzxyz said: Is it important for the dialogues if the player is male or female? Nope, makes no difference at all. Male and female player are both voiced and have the same dialogue options. 1 hour ago, loen999 said: is this alright with Lots More Settlers and Enemies. i recall it changed the settler level list so it have a lot more different appearance, or does this use it own list? This mod uses its own list with its own custom settlers and does not touch the base game settler lists at all. So it is fully compatible with any settler mods you may have. 1 hour ago, sexyasshorse24 said: Guessing it's ok to download mid playthrough or is it recommend to do a new playthrough ? Totally fine to install mid playthrough. 1
EgoBallistic Posted October 7, 2020 Author Posted October 7, 2020 3 hours ago, amenshawn said: Now, does this use the custom CBBE body I've got set up or do the captives use the default female body? They use whatever body and textures you have installed. So if you have a custom CBBE preset and a set of body and face textures you like, they will use them.
izzyknows Posted October 7, 2020 Posted October 7, 2020 Bloody great, just what I needed. More hapless settlers that need fucking... err RESCUING! yea rescuing.. 3
Invictusblade Posted October 7, 2020 Posted October 7, 2020 12 hours ago, Invictusblade said: sweet, is it alright for me to make an addon patch for WDF and Random Overlay framework. WDF to remove my captives (more basic than yours) and a chance to impregnate(Fake) your captives ROF to add random slavetats on captive settlers I think I only need to add content to your Outfits could someone test theses please (both use the DLC04 Slaves setting in MCM) ROF = Random Overlay Framework WDF = Wasteland Dairy Framework (I might add milkers to this one) noWDFCaptives = no Pregnant SCREAM Slaves from Wasteland Dairy Framework edit-> they are gone until later 2
izzyknows Posted October 7, 2020 Posted October 7, 2020 @EgoBallistic So far so good. Snatched 4 from Revere Satellite all at once! Had a whole heard following on that one! LOL I did have to change the format of EBCC_protectedEquipmentData.xml cause I use an old version of AAF. But other than that.. working great so far!! 1
amenshawn Posted October 7, 2020 Posted October 7, 2020 Captives mod works really well! So far I've only managed to rescue a pair of gals from the federal ration stockpile exterior, but everything seems to be working as intended. @Invictusblade - If you're replacing your pregnant sex slaves with these gals, would it be possible to have them using the pregnancy cycle from FPE instead of having them scripted for a fake pregnancy? If not it's completely cool. I have zero skill with this sort of stuff so this is just my inner wish list babbling...
Invictusblade Posted October 7, 2020 Posted October 7, 2020 30 minutes ago, amenshawn said: Captives mod works really well! So far I've only managed to rescue a pair of gals from the federal ration stockpile exterior, but everything seems to be working as intended. @Invictusblade - If you're replacing your pregnant sex slaves with these gals, would it be possible to have them using the pregnancy cycle from FPE instead of having them scripted for a fake pregnancy? If not it's completely cool. I have zero skill with this sort of stuff so this is just my inner wish list babbling... quick answer, no basically it is too complex to have a FPE pregnancy to be in the middle of a pregnancy(at least in my knowledge) 1
kziitd Posted October 7, 2020 Posted October 7, 2020 Can also add random hostages in ordinary cities or non hostile areas? In fallout's world, the seemingly harmless person may have some secret behind his back? A corner or a locked door? Maybe need to use gray user animation and then have the hostages wear such random "full body clothes"? This is something I'm currently working on, using DD's ability to block conversations and your patch to open mouth. Also want to add a lot of arm changes, more gags and different body appearance, as well as nipple and pussy accessories. Well, it's actually the resource extension of DD. Can you give it a try with existing DD resources? Spoiler Different from rescue, maybe have to secretly rescue or pay the owner the bottle cap to take her away? This new mod is very promising, so I think about it a lot. Skyrim's DD based adult mod is always developing. But fallout's modern world view is far more suitable for fetish than skyrim. 1
Nebuchadnezzer2 Posted October 7, 2020 Posted October 7, 2020 @kziitd Main issue with that idea: DD itself. Kimy's not touched it in a good 2 years, and even then, it was focused around the Player, not NPC's, and doesn't properly track gear on NPC's, and in general is far more unreliable where they're concerned.
EgoBallistic Posted October 7, 2020 Author Posted October 7, 2020 1 hour ago, kziitd said: Maybe need to use gray user animation and then have the hostages wear such random "full body clothes"? Yes, I have something like that already working, using the ZAP ropes that are already in this mod along with some gags from ZAP that I converted from Skyrim. They don't use the DD framework, just an AI package that makes the actor play Gray's animation idles, and my gag script. I was thinking those kinds of setups would work better for Gunners and Triggermen and similar. Your bondage gear looks great, I would be happy to use those as well. 30 minutes ago, Nebuchadnezzer2 said: Kimy's not touched it in a good 2 years, and even then, it was focused around the Player, not NPC's, and doesn't properly track gear on NPC's, and in general is far more unreliable where they're concerned. Yeah DD is too unstable on NPCs to use in a mod like this. But, you can do a lot with furniture idles and offset animations like the ones from TortureDevices (which DD itself uses). It wouldn't cover every possible use case, wouldn't have a complex key system, etc, but for prisoner-rescue type scenarios it works well enough. 2
EgoBallistic Posted October 7, 2020 Author Posted October 7, 2020 11 hours ago, Invictusblade said: sweet, is it alright for me to make an addon patch for WDF and Random Overlay framework. I am OK with the idea but I would ask that you wait a bit longer before publishing patches for the mod. If I need to troubleshoot any issues with the mod, I don't want to have to worry about possible conflicts or problems caused by items added by a patch. 1
Invictusblade Posted October 7, 2020 Posted October 7, 2020 44 minutes ago, EgoBallistic said: I am OK with the idea but I would ask that you wait a bit longer before publishing patches for the mod. If I need to troubleshoot any issues with the mod, I don't want to have to worry about possible conflicts or problems caused by items added by a patch. ok then, sorry about the (now deleted) addons above
Operand Posted October 7, 2020 Posted October 7, 2020 As always, nice work. Beauty here is in the simplicity of the idea. As an option that I think could be a good addition: let the rescued NPCs approach the PC with their "gratitude" for freeing them. I.e. one option is for the PC to ask for a "favor in return", like it is already implemented in the mod, and another one - that I'm proposing - is that settler herself ("herself" because I guess it will make more sense for females, but eh - why not make it for both) will ask to "thank" the PC in a "certain way". This could be assigned as a random %, maybe configurable in MCM. I believe there are vanilla lines that could decently fit this - something like: 00062028 ("Hello, handsome", 00062029 is for female PC) -> 00052209 ("Thank you") or 0019001D ("Thanks again for rescuing me..") or 00190E52 ("I'm grateful for what you did") 1
kziitd Posted October 7, 2020 Posted October 7, 2020 2 hours ago, EgoBallistic said: Yes, I have something like that already working, using the ZAP ropes that are already in this mod along with some gags from ZAP that I converted from Skyrim. They don't use the DD framework, just an AI package that makes the actor play Gray's animation idles, and my gag script. I was thinking those kinds of setups would work better for Gunners and Triggermen and similar. Your bondage gear looks great, I would be happy to use those as well. Yeah DD is too unstable on NPCs to use in a mod like this. But, you can do a lot with furniture idles and offset animations like the ones from TortureDevices (which DD itself uses). It wouldn't cover every possible use case, wouldn't have a complex key system, etc, but for prisoner-rescue type scenarios it works well enough. Oh, yes, I probably didn't make it clear. Like ordinary clothes, they have no locks and no keys. It's like the original "ragged cloth" that NPC would wear in random kidnap missions. It's just that now I output the gags and other parts as one NIF, so I call up the special dialogue of DD in NIF. My main hope is to see these random characters in the non hostile area, and then take them away peacefully if possible. It's also good to automatically follow some kind of "merchant" randomly on the map. It's certainly not easy to achieve everything, but you've made a good start. Skyrim also started with the mod "slaves in the bandit camp" (probably the name). I'll add something more and publish the clothes here. 1
JB. Posted October 7, 2020 Posted October 7, 2020 Thanks, it's a great idea and a great mod! LOL. As soon as my pc (which is a raider pet) sees them, they will be whipped if they ask for release. I guess one day I'll go back to playing with a virtuous pc. 2
Krazyone Posted October 7, 2020 Posted October 7, 2020 Nice mod, a great new way to get followers and settlers. Possible Ideas for features... MCM optional ON / OFF - Possible bad people you rescue. They were hung up naked for a reason... ... Possible Outcomes ... - Sleep events... when you sleep, you could get various events happening. ........ Rape when you wake up. ........ Clothes stolen, not legendary items. ........ Wake up bound, or in Devious Devices. . . Just some ideas, if you don't like them, then just ignore this post... 3
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